Hello everyone,
This week, we focused on fixing and improving areas that have been lacking in inZOI.
While reviewing your feedback, we also corrected a few things that, as a developer, I felt a bit embarrassed about.
For example, we improved how Zois recognize and find the proper entrance when visiting a house, and we also fixed issues that made it difficult to perceive furniture slots.
When developing a game, it’s easy for a developer to get caught up in their own ideas — “I’m sure this will be fun, and players will love it.”
That kind of passion is what keeps us going, but sometimes it also makes us miss what the players truly need.
I have to admit, I’ve been one of those developers too.
But I’m lucky to have all of you.
This week’s update includes new content currently in production for December, as well as fixes and improvements based on your feedback.
Have a great weekend!
-K.jun
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I just arrived home and started writing this message.
Winter has finally begun here in Korea, and with Christmas decorations popping up everywhere, I’m already excited and happy for December.
As always, I’ve been reading your posts today, imagining how amazing the future of inZOI will become, and writing this update with that excitement in mind.
Last week’s discussions were mostly about the new features and improvements we shared, and as the topic of multiplayer spread, many thoughts and concerns were raised. We’ll organize all information related to multiplayer—including the roadmap—within December and share it clearly to avoid misunderstandings and ease your concerns.
Positive Reactions & Expectations
Thank you for all the positive feedback on the new features such as the frying pan animations, new baby/toddler animations, and window resizing. We’re currently improving animations overall so that interactions feel more spontaneous and lively.
We’re also grateful for the excitement around business systems, water slides/roller coasters, and expanded family/relationship features.
We’ve been developing a stroller for toddlers, but due to the nature of the genre, we have to handle countless exceptions to ensure it works reliably in every situation. We’re trying hard to finalize it quickly, but it may be difficult to complete within December. The main issue is that the stroller can’t climb stairs, and collision handling sometimes causes the baby to clip into other objects. TT
But we won’t give up—we’ll keep researching until the very end.
Relationships / Family / Social Systems
There were many requests for a family tree, family photos, diverse relationship statuses (dating, friends, roommates, etc.), and realistic interactions such as dating, marriage, divorce, proposals, and living together. The family tree is currently in development for a December update. We are designing it based on the most preferred model found through various reference sites.
We also received many suggestions about detailed life stages (infant/toddler/child/teen/young adult/adult/elder), genetics, appearance, personality, and realistic heredity systems.
We’ve recently concluded that infants and toddlers need completely separated emotion and interaction systems. Developing fully independent behavior, emotion, and expectation systems for young children will take more time, but we’ll continue improving them step by step.
Daily Life Details
There were many requests for enhanced everyday-life systems such as auto-lighting, dishwashing after meals, family dinners, beverage choices, portion control, and leftover food usage.
Auto-lighting is something I personally really want to add, but it kept getting pushed back. I’ll talk to the team tomorrow morning and try to include it in December. When many of you request the same feature repeatedly, we definitely raise its priority.
Other frequent requests included chores, homework, room cleaning, cooking, laundry, and educational activities for children/teens.
Business / Jobs / Economy Systems
We saw many requests for realistic management systems such as store operations, family businesses, more job types, business expansion, financial management, taxes, loans, bankruptcy, rentals/sales, and franchise systems. There were also requests for deeper workplace interactions—skills, career progression, promotions, firing, attendance, different boss/coworker personalities, and more.
Our current development is still modest compared to your expectations, and we apologize for that.
We are working on new lots that families can own, allowing players to purchase land and build their own shops. You’ll be able to hire employees, set wages, and provide services using their various skills. You can also set business hours, enable automated operations, and run franchises.
You’ll be able to personally hire employees—including family members—and if someone with better skills works for you, you’ll get better sales results and higher customer satisfaction.
Because the shop is family-owned, it can also be inherited even if the original owner passes away.
There were also many requests for ownership details, family/personal bank accounts, business inheritance, family employment, and part-time jobs for children and teens. I’m keeping all these notes carefully so we can continue evolving the system.![]()
School / Education / Clubs / Social Activities
Many of you requested school life systems—club activities, after-school programs, graduation ceremonies, school events, classes, exams, grades, friendships, and teacher interactions.
It really feels like many of you are part of our development team, because your suggestions often align perfectly with our internal plans.
We develop our roadmap by building core technical systems first, then expanding them into content. Next year, we’ll upgrade the job system, and before the official launch, we aim to create a real school—not a rabbit hole. We’ll combine all your feedback at that time.
Other Systems / Features
We also received requests for more varied NPC behaviors, seasons/weather/events, Korean cultural elements, holidays and family gatherings, photo albums, memory systems, and other storytelling/immersion-enhancing features.
We wanted to include holidays and a calendar system in December, but they were delayed due to schedule issues. TT
Multiplayer (Online)
As mentioned earlier, we’ll share a detailed explanation—development status, timing, approach (co-op/server/hub/invite-only, etc.)—within the next 1–2 weeks.
One thing is clear: Krafton is gathering more developers to help inZOI grow, and we will continue developing the game in alignment with your feedback.
Talking with you every week is more important to me than talking to anyone else.
Someday, I hope I can fully express why this moment—and these conversations—mean so much to me.![]()
This week, many of you discussed the long-term direction and future development of the game.
Every opinion was valuable.
But as a beginner team in this genre, we believe the most important goal for inZOI is achieving solid core systems, immersion, and detailed quality.
So next year, our roadmap will focus less on developer “ambition” and more on perfecting fundamentals.
Because of that, we might not be able to fulfill every request immediately, and I’m sorry if that disappoints some of you.
I usually spend most of my time inside the studio, but lately, whenever I go outside, I find myself wanting to take photos and share them with you.
I don’t use social media at all, but talking with all of you makes me imagine that this is what social media must feel like… Am I right?
I’ll share another development update this Friday.
See you then—and as always, thank you so much.
– K.jun ![]()

